*Ehh sorry for repeating what you want. I was a bit confused about what you were describing...
*I wrote this in notepad. I wrote it as I was thinking about the solution....you'll see if you open the spoiler.
*there are probably quite a bit of grammar and spelling mistakes....Im sorry lol.
wall O text
hmmmmm....You can probably take this a step further.....But I already wrote a wall of text - and I have zero knowledge of Gamemaker and its limits. If anything is confusing, just ask.
Something To Think About:
-Binary Data instead of pure text:
-->PRO: Data becomes more compact and should be faster to read in. This means, reading in stats can be done right before drop and avoid arrays altogether.
-->CON If you don't have experience looking at raw binary data or hex values, creating files would be confusing. -If you do it by hand. (Make a small program to read/write files)
Edit:
-If you're wondering how to save a "special" weapon that the player has, you can always just store the special weapon's index and random bonuses. Then when you load the player's inventory of weapons, just re-read in the data file containing the weapon's types and load the corresponding sub type. Then read in the stored bonus.
*I wrote this in notepad. I wrote it as I was thinking about the solution....you'll see if you open the spoiler.
*there are probably quite a bit of grammar and spelling mistakes....Im sorry lol.
wall O text
hmmmmm....You can probably take this a step further.....But I already wrote a wall of text - and I have zero knowledge of Gamemaker and its limits. If anything is confusing, just ask.
Something To Think About:
-Binary Data instead of pure text:
-->PRO: Data becomes more compact and should be faster to read in. This means, reading in stats can be done right before drop and avoid arrays altogether.
-->CON If you don't have experience looking at raw binary data or hex values, creating files would be confusing. -If you do it by hand. (Make a small program to read/write files)
Edit:
-If you're wondering how to save a "special" weapon that the player has, you can always just store the special weapon's index and random bonuses. Then when you load the player's inventory of weapons, just re-read in the data file containing the weapon's types and load the corresponding sub type. Then read in the stored bonus.